Posts from Undead – a Necropolis mod.
Is there a mod that replaces the Dark Elf Lizard Riders with Manticores?
Honestly, flying dragons are unnecessary in dungeons. I think it would be better to replace them with Cyclops.
And give Orcs Trolls instead of Cyclops. Trolls would fit better into the Orc army.
Regarding the knights on dragons, it's clear that they made a mistake with the level (6)?
It seems that Phoenixes and their alternatives were originally planned by the developers for the Elves. But then they were replaced with dragons.
As for Phoenix alternatives, it's unlikely that the developers planned them, since at that time there were no alternatives at all. As far as I remember, the developers also didn't provide models for firebirds, which suggests that Phoenixes were never planned as a castle unit. But nevertheless, based on previous games in the series, Phoenixes instead of dragons are a viable option.
As for the new Orcish units, unfortunately, the model is ugly.
Ogre mages - it would be better to have ogres as mages. And in general, the parallel between overgrown Orcs and Ogres is really interesting.
the developers also didn't provide models for the firebirds.
But the game does have textures, which hints at certain plans... As for what didn't make it into the final game, that's a different story.
Well, since we're on the topic, I'd like you to evaluate my idea:
1. Elves
1) Fairies - both upgrades have a synergy, but since Dryads cast spells, let them be weaker than Nymphs;
2) Dancers - all have agility, while ...with death has combat skills, and ...with wind makes the enemy not retaliate (it's still weaker than a Migar, for example);
3) Elven Archers (not an upgrade) - remove the second shot, but increase health to 16 (the latter also applies to the upgraded version);
4) Give Elder Druids Lightning Bolt, and as an option, swap Druids and Unicorns, naturally also considering the growth, parameters, and cost (after all, a powerful mage or a horse with a horn:smile52: - I think the former is more impressive);
5) Everything is fine, except maybe giving Auras to Light Unicorns (but then the Light Unicorn is clearly better than the Combat Unicorn - it has everything the Combat Unicorn has, plus Child of Light, but we can play with the probability of the effect, i.e., the Combat Unicorn has a higher chance than the other two - for example, 15% for the unupgraded and Light Unicorns, and 30% for the Combat Unicorn, or you can improvise);
- on the fourth level, either a Hydra or a Rider.
And yes, about the dragons - since we worship the Dragon of Darkness, Malassa, let's give her offspring immunity to Dark magic and replace the Summoning magic in the Magic Guild with Dark magic for the same reason.
3. Undead
Lich - let all three have Curse and Cloud of Poison when shooting, let all upgraded versions have Weakness, and let the Archlich have Plague, and the Higher Lich have Raise Dead.
4. Inferno
- remove the Demons,
- lower Cerberuses, Succubi, and Horses by one level,
- put Ifrits on the empty fifth level.
5. Barbarians
Starting from the third and ending with the fifth level, lower the creatures by one level, thereby raising Centaurs from the second to the fifth level.
And replace Light magic with Summoning magic in the guild, because why bother leveling up an entire school, taking up a valuable slot in skills, and not being able to learn spells other than Heavenly Shield - they'll give it to you if you level up to Absolute Protection.
But what’s the point of these two shots if one of the main units, at its third level, has only 10 health points and dies in droves from the simplest spells and weak attacks?
Archers in Might and Magic III did not have two shots in the basic version.
5. Orcs: I just don’t understand why the War Monger and Shaman, who are weaker (compared to the Centaur in terms of design), are higher levels than the horse-man. I would like to see him at least at the third or fourth level.
As for the rest, there are no particular complaints about what I haven’t written.
Added 6 minutes later
Ogre mages - it's better to have ogres who are mages. And in general, the parallel between overgrown orcs and ogres is really interesting.
Well, I renamed the assassins to: ogres, ogre leaders, and ogre mages. That's why it sounds like that. Currently, they have all been replaced with models of large, green, ugly creatures. The leaders are in horned helmets with axes, and the ordinary ogres are... well, like ogres.
We recently considered the idea of goblins riding werewolves (the base could be taken from bears or wolves). I think it would be worth replacing centaurs with them. I really only saw the combination of orcs and centaurs in this game. And if you remember the legends, where centaurs are mentioned, orcs are not even heard of, and vice versa. Instead of shooting, goblin riders could have a charge-and-retreat attack + cowardice. This would correspond to their nature. And to compensate for the lack of archers, the first upgrade for level 1 goblins could be made into archers. The animation could be taken from goblins on the city towers, throwing stones or something, they throw something there. In fact, the model of the thrower exists in NCF. It turns out to be approximately the same as with the Necromancer. The first alt is a melee fighter, the second is an archer. Well, I have a third, a mage-archer. Goblins already have a mage (shaman). In my opinion, it would be quite logical.
In general, in my opinion, not every change leads to an improvement; you need to weigh all the "pros" and "cons".
But the game does have textures, which hints at certain plans... What didn't make it into the game in the end is another matter.
The textures were for FireBird and Phoenix; the only thing is that FireBird didn't have an icon, but I fixed that ;)
Added 7 minutes later
Here are some of the creatures that were mentioned. I think they deserve to be more than just neutral creatures.
By the way, I've already reworked the cherubs a long time ago ;)
But in general, it was this model of yours that first gave me the idea that new neutral creature models could also be used in factions. That's why I started collecting similar creatures and, in some cases, modifying them. And the unnecessary alternate versions were sent to the neutral creatures instead. So, no creature was lost. After all, there's no guarantee that an interesting creature will spawn when needed. But this way, it definitely will.
Of course, I've seen this model. Well, it's a sword that's not for everyone. And the fire around the sword had to be added later to match the other alternate skins.
Actually, this model of yours was the first thing that made me think about having new neutral creature models not only in the neutral faction but also in the other factions. That's why I started collecting similar creatures and, in some cases, modifying them. And the unnecessary alternate skins were sent to the neutral faction instead. So, no creature was lost. Because there's no guarantee that an interesting creature will spawn when you need it. But this way, it definitely will.
This sword is from the alpha and beta versions of the game. ;)
By the way, the posters feature exactly this sword, but the fire is a matter of taste. ;)
Best regards, Psatkha
This sword is from the alpha and beta versions of the game ;)
By the way, the posters feature exactly this sword, but the fire is a matter of taste ;)
Sincerely, Psatkha
Regarding the castle unit line of humans, presented above.
As for the model itself, this cherub is good as a neutral unit, but it doesn't suit the castle units due to its colors – unless the entire line is recolored. Although the new ink (from the same beta?) seems to match in color, but not the other units.
Also, the red archer clearly doesn't match the first tier and doesn't fit the line.